See likes

See likes given/taken


Posts you liked

Pages: [1] 2 3
Post info No. of Likes
The underdog of weapons: the short sword Since Sami has been tweaking weapon values for the next release, I think it's important to discuss how this poor little weapon, the short sword, can be valorised.

Right now:

  • Handaxe is beaten ONLY by the battlesword in all three damage categories. I love handaxes dearly, but they are OP when compared to swords (and, IMHO, other axes as well)
  • Short sword has the same point damage of bastard sword and battlesword, where it should shine, and is beaten by all other swords in cut damage (fair). It also has the worst bonuses in the sword category. And even more weird: it's worse at stabbing than the Handaxe!
  • Three knives have more point damage than the short sword, and other three knives have exactly the same point damage, while all six of these are MUCH lighter. Also three of these knives have the same attack/defence bonus compared to the short sword
So, briefly, the short sword sucks. Which in itself is not a huge deal (of course some weapons are going to suck) but coupled with the fact that it's crazy expensive, it becomes a "useless weapon", so to speak.

My proposal would be:

  • nerf Handaxes slightly: 3-5-4 is probably more than fair for a tool that is in everyone's inventory. Perfect if associated with a shield.
  • up point damage of short swords slightly: 5 instead of 4. This makes it the best stabbing sword, on par with the three best knives

If you are asking yourself whether giving 5 point damage to short swords is unfair to the three best knives, I would argue that:

- all of those three knives are MUCH lighter and cheaper (which is the point of using a knife). Also if I'm not mistaken, light weapons should consume less fatigue when fighting
- they can double as tools, whereby the shortsword is a pure weapon

The only knife that I think gets the short end of the stick is the Skramasaksi, which is supposed to be a Seax, thus essentially a short sword. I have a small suggestion for this, too:

- instead of having damage 2-3-4, make it 2-4-4. That is, exactly equal to the current short sword but slighly worse than my suggested shortsword (but lighter!).

August 16, 2017, 04:42:32 PM
1
Height/Weight separate from attributes. We need a little more control over our character's appearance. I know that Weight has an effect on  Strength and build (not shown) has an effect on Agility so it's not that easy.

My suggestion would be to roll Height/Weight first, then roll attributes.

   - Shane

February 01, 2018, 06:56:41 PM
1
Re: Height/Weight separate from attributes. @Acolyte I agree, it would be great for many less rolls :)
February 20, 2018, 09:11:40 AM
1
Re: Fix Robbers
Perhaps the problem is with plucky robbers who, for some reason, fight to the death rather than run when they're losing?

Recently I had a fight with robbers, where one of them actually started running away. I was afraid he would flee, and leave me only with his three companions to loot! But after I shot a few arrows in his direction, he came to his senses and returned to die like a (stupid) man.

EDIT: Oh, and regarding the original issue, it is indeed a problem, and very unfair behaviour. When you fight a Njerp or a bear, and have a couple of animals, when you get unconscious it's not a big deal - you regain consciousness and continue the fight, or more often see the enemies fleeing or dead (if killed by dogs or bled to death). This happened to my current character many times. But losing consciousness from fight with bandits makes the whole encounter lost instantly. This is not only completely different than other encounters (for no realistic reason), it also penalises characters with low Endurance, who are more likely to lose consciousness, though it happens even if they have END=18.

March 29, 2019, 04:36:43 PM
1
Re: Fix Robbers This will be taken care of in the next release.

The fights which deal with special consequences for the player character's party upon defeat will continue on their own until the true result is resolved for all the participants.
This includes both fighting the robbers, as well as some village fights where villagers choose to deal with the nuisances with non-fatal manners.



May 08, 2019, 11:26:07 AM
1
Re: Fix Robbers Actually, if I can 'throw' this suggestion in here...  Perhaps we can throw a net at an entity (at the cost of a ton of durability on the net), and if it hit's the entity ends up being tangled up for a while.  An entity that is tangled up can't really fight back, so it would be simple to knock that entity out and take their stuff.  Also, just being able to take things from people that are unconscious or sleeping would be nice too.  Sleep would give a chance for the target to wake up and get upset, obviously.
May 17, 2019, 10:30:30 PM
1
NPC hunters gone wild I've had amusing and laborous times with testing and tweaking how NPCs now behave in the wild with their newly added wits for example to actively hunt and process the downed animals. New blocks of AI always make things a bit crazy at first as unimaginable and unpredictable conditions harness the power of new algorithms.

I've witnessed NPC hunter running after a squirrel swinging a sword, and exhausting himself by circling around the tree with no better understanding of the target being out of his reach. After awhile my character decided to help the guy out and shot the squirrel down for him, after which he correctly proceeded to butcher and skin the carcass. Without manners of saying a proper thanks, though.

Another NPC came (or was actually forced to by the means of black debug magic) hunting at the site where I had just lost one of my party members. After he had succesfully shot the hare he was after he proceeded to approach the corpse of my passed companion. My character and his dog watched in confusion this guy just stand on the corpse with no intention to move anywhere. Later on I found out that the crazy NPC hunter had an unbearable craving to skin and cut the corpse of my dead companion, but the moral restrictions came in between and he ended up in endless "Should I? No, you must not." limbo.

On a brighter side of incidents I traded a loop snare from a wandering woodsman for a fresh salmon. Soon after, the woodsman decided to light a fire and roast the salmon. A simple little thing but it made a nice difference.

All in all, NPCs in the wild seem a bit more intelligent, but also bit more crazy at the moment. Craziness is surely refreshing, but tweaking and testing still need to be continued.

May 22, 2019, 05:11:50 PM
1
Re: Adventurer Gear At least he has a cloak, I have seen an adventurer who was butt naked. He also refused to wear any clothing I traded to him, so it was probably some philosophical stance of his.

But I'd like to see adventurers have a bit more warrior like getup compared to woodsmen and hunters. Helm and shield typically, maybe some body armor occasionally

April 28, 2021, 12:43:51 PM
1
Re: Black Smiths and Armor Sizes If I understand it correctly, smiths moved from settlement to settlement as they were highly paid and thus exhausted the demand (or at least ability to pay) reasonably quickly. I would guess they had the local population set up the stationary facilities and then used those to serve the local village cluster before moving on with their own equipment, possibly having the existing fixed facilities repaired/maintained when visiting a village that had facilities from previous smith visits.
If that's the case, you'd have to be lucky to catch smiths on their tours (possibly helped by asking villagers about smith whereabouts).

May 01, 2021, 01:14:22 AM
1
Re: Deleting ancestors Once you have 50 ancestors, it'll start automatically deleting the oldest ones chronologically.

There's a file in your ANCESTORS directory called lastentry.txt that is just the number of the last character that died. When a character of mine dies, I edit it to be the number before my shortest lived ancestor so that this one gets overwritten instead, because I want my ancestors to be the characters that lived a long time and I put a lot of energy into them, not the characters that died on day 1 because i couldn't escape the njerpez camp.

May 09, 2021, 07:52:21 AM
1
anything